CREEPY-CRAWLIES

Giant Ants
worker................................................soldier
ST:6.......................MA:10................ST:10................MA:10
DX:12....................Armour:3............DX:12...............Armour:4 pt exoskeleton
IQ:6....................................................IQ:6
These critters live in colonies underground or in deserts. They perceive all organic matter, including adventurers, as food. Workers are the most common variety and are 4 times as numerous as soldiers, which are larger with bigger pincers. If attacked, ants release an alarm pheromone (formic acid), which will bring 1 dice worth of soldiers in 2-4 turns. Workers do 1-1 damage while soldiers inflict 1+3 damage with their strong pincers.
Some soldiers encountered (3 in 6, roughly) are able to spit forth a jet of corrosive acid for 1 die damage - treat as a Thrown Weapon for range. Some colonies of ants have perfected this better than others and have the equivalent of thrown weapons skill (2 in 6). Furthermore, soldiers have alertness talent and are immune to illusions as their visual capacities differ markedly from mammals.
Ants are quite ingenious and their colonies may have useful items for adventurers. Some colonies are known to cultivate a fungus which accelerates wound healing. A naturalist may recognize this whitish toadstool with a successful 4/IQ roll. The fungus heals 1 die worth of damage when ingested. However, repeat ingestions add no further benefit until the subject is further wounded.

Giant Aphids (IP6, p8)

Giant Beetles
....bombardier................fire..............rhinoceros.............water
ST:12.............................7.......................30........................16
DX:12...........................14......................11.......................12
IQ:1...............................1........................1..........................1
MA:8............................8/12.....................6.......................4//10
Armour:3 pts................2 pts...................4 pts....................2 pts
Bombardier beetles are 1-hex monsters that bite for 2-1 damage. Once per day they can fire a corrosive gas cloud into a rear hex for 2 dice damage unless a 4 dice roll vs. DX is made to jump out of the way. All ferrous metal objects caught in the cloud must roll 3 or above to avoid rusting and becoming useless. Enchanted weapons add 1 for each '+' they have.
Fire beetles are smaller 1-hex figures that bite for 1+1 damage. The have reddish glowing organs which function as a light spell for 1d6 days.
Rhinoceros beetles are large 3-hex figures that live in tropical climes. They eat anything and do 3+1 damage rending and crushing with their horn and mandibles.
2-hex water beetles do 2 dice damage with their mandibles, and are fresh water predators.

Stone Beetle (ITL, p63)

Blast-Ended Skrewt ( from JK Rowling's Harry Potter & The Goblet Of Fire)
ST:variable MA: 12
DX:
12 Armour: 2 point exoskeleton
IQ:
1
Nasty arachnid-type creatures, Blast-ended skrewts look like giant greyish scorpions with even larger pincers and glowing red tails which curl forwards similar to a scorpion tail. They attack by snapping with their claws for 1 die damage per 15 ST of the creature, or by firing a bolt of fire from their tails every other turn (i.e. ready/throw, range as thrown weapon) for 1 die damage per fST expended (maximum equals 1 fST per 10 ST of creature's strength). A skrewt can utilise both attacks at –3 ST. Note that readying the tail in one turn also incurs the penalty with striking.
A 1-hex skrewt has up to 19 ST, a 2 hex one has 20 to 39 ST and a 4-hex monster has 40 ST and over.

Giant Bulldog Ant
ST:
25 MA:10
DX:11 Armour:4 pt chitin
IQ:5
These large (2-hex) monsters are found alone or in small groups, being fearsome hunters. They bite for 2 dice damage with their huge mandibles in combat. Once they successfully hit, they can elect to crush victims held for a further 1+1 damage each succeeding turn (no to hit roll required). Victims may escape by rolling 8 dice under their combined ST and DX (15 XP for success). Treat them as if in HTH combat, i.e. they can attack with fist or dagger at +4 on adjDX, if they instead elect to continue fighting.

Carrion Crawler
ST:13-18 MA:10
DX:11 Armour:1 pt carapace
IQ:3
This horrible 2-hex creature has 8 tentacles, 3 of which can attack any one opponent. Each successful hit has a 3 in 6 chance of penetrating cloth or leather and a 1 in 6 chance of penetrating tougher mail. Penetration requires the victim to make a 3-die roll vs. ST or be paralyzed for 1-6 hours. Though possessed of a crude intelligence, they are only interested in food.

Centipedes

electropede ...........................................giant
ST:
15-20........MA:14.............................ST:8-40............... MA:14
DX:13...........Armour:2 pt exoskeleton....DX:10................ Armour:2 pt exoskeleton
IQ:1.........................................................IQ:1
Giant centipedes vary greatly in size; those of ST 8-20 are 1 hex figures with a 1 pt exoskeleton and bite for 1-1 damage plus injection of a weak poison (3 dice vs. ST or suffer further 1-1 damage). Centipedes of ST 21-30 are 2 hex figures with a 2 pt exoskeleton and biting for 2-2 damage plus poison (4 dice under ST or suffer 2 point loss of DX and IQ for 2d6 hours, as well as 1-3 damage). Those of ST 31-40 are 3 hexes long, have 3 pt armour and bite for 2+2 damage plus poison (4 dice vs ST or suffer 2 point loss of both DX and IQ each 6 hours for 1d6 hours -a physicker can halt this with a 3/IQ roll).
Electropedes can bite for 1 die damage but prefer to discharge a charge of electricity for 2 dice damage (costing 3 ST) every other turn. Treat as thrown weapon for range and hitting probabilities. They are naturally immune to electricity based attacks.

Giant Crab
ST:20 MA:8
DX:12 Armour:4 pt carapace
IQ:2
These nasty 1-hex creatures do 1+1 damage with each claw, but are at a -4 DX penalty with both if they choose to use both. They can hide in sandy areas, which requires 4 dice vs. IQ to see, or 3 for naturalist, woodsman or someone with alertness. Once slain, these critters make a tasty feast for tired adventurers (sufficient for 1 day's rations for 10 people); any naturalist or woodsman will point this out.

Goo (ITL, p64)
Hymenopteran(ITL, p63)

Hymenopteran Mimic (by R. Morger)

Mimics are a colony-forming relative of traditional bugs which selectively parasitize humanoids.

The interior tunnel system in the hive has a Phosphorescent fungi/moss on the walls so there is ample light for anyone in it and all mimics suffer a -6 DX penalty for total darkness.

Queen
ST:
30-60 MA:6 to 2
DX:13 to 11 Armour:1 pt skin
IQ:10
The hive identity is controlled by a queen/s who can be anywhere from a three hex to a nine hex size figure. Dexterity and MA go down as the queen gains size. She can give off powerful pheromones which mimic the spells Avert, Drop Weapon and Summon Myrmidon. She does 1d6+1-3 in HTH and has the added ability to crush her victims if they are knocked down in her hex, 1d6 per 3 hexes in size. The normal nest/hive will have between one and three queens in separate chambers throughout their complex. The queens will always have several other Attendants (3-18), Drones (3-8) and Thralls (5-10) in here egg chamber at any given time. The queen lays between 30 and 50 eggs per evening/night and these eggs will be carried to an egg chamber to be incubated.

Queens control all actions for the hive and normally will sleep during daylight hours, during these times the different creatures that make up the hive are active but non aggressive. If a queen is attacked she will send out a telepathic scream that will bring
mimics from the surrounding area. If a queen is killed, the hive will become confused and non-aggressive unless directly attacked (exceptions being attendants and Breeding Drones), if there are additional queens in the nest they will retake control of the hive
in 1-3 rounds. (roll 1d6 / 2 round up).

The Summon Myrmidon spell used by the queen would summon available thralls to do her bidding/defending.

Queens are very fond of shiny things and their egg
chambers will usually have all types of metals, jewels, glass, mirrors or other bright objects embedded in the walls. The hive communicates by telepathy as per standard Hymenopterans.

Mimic (Worker/Warrior)
ST: 12-17 MA:8/16
DX:12 Armour:1 pt chitin
IQ:6
This type gives the hive its name. They are the main type encountered making up approximately 90% of the entire hive. They do not attack while flying. They are a 1 hex figure humanoid in appearance when standing erect. They have six legs and a set of upper appendages that resemble a praying mantis's striking arms. The upper appendages have a retractable sword like tip that is used when attacking to kill for food (2d6-1), it is retracted when they are collecting for the hive (1d6+1). When the worker/warrior is trying to collect intelligent species for the hive it/they will attack trying to render the victim unconscious to drag them back to the nest for later use, if a victim is killed they will dismember them and haul them back as food. Worker/warriors forage groups will usually be 7-12 individuals with 1-2 Drones and 1-2 Thralls they will attack if they outnumber a group and will only retreat/flee if they are being beaten badly. All foraging is done in low light or darkness, evening, dusk, fog, starry night etc.

Mimics are not a nocturnal species but low light is when their mimicry works the best. A mimic in low light walking or standing erect resembles a cloaked 1hex humanoid and any PC encountering them will have to make a 5/IQ roll to notice they are not
humanoid, regular adjustments apply for talents 4d6 for Naturalist, 4d6 for Acute Hearing or Scholar.  If a PC gets within 1-2 megahexes away from a mimic this roll drops to 3/IQ and regular talent adjustments apply.

Drones
ST:18-24 MA: 6/16
DX:12-14 Armour:2 point chitin
IQ:7
These large 2hex mimics will resemble a beast of burden or other 2hex creature in low light conditions. They do 2d6+3 when attacking to kill, 1d6+3 when trying to capture.

Thralls
These are intelligent humanoids or monsters that are controlled by the hive. Their ST, DX will be as per the character/monster that has been taken over their IQ will be 7. The controlling influence is a small mimic larva ST 1-6, DX same as host, IQ6 they attach to the neck shoulder area when the unconscious victim is brought into the nest. The larva can be directly attacked from the side and back hexes of the Host but any attempt on the larva will be at 4 DX. If the larva is killed while the Host still lives 1 of 3 things will happen. On  roll of 1-2 the host will be unconscious for 2-12 hours then will return to normal function after that, on a 3-4 the host creature will operate normally but like a control person/monster spell w/no savings rolls was placed on them for 2-12 hours they will return to normal operation after this time is up, on a 5-6 the host
creature will go berserk attacking the closest character/monster until it/them is killed rendered unconscious or subdued physically, will return to normal after a few hours sleep.
The larva can be removed from the host without these actions taking place if the host is rendered unconscious or subdued by another method. It will take 3-9 rounds to remove the larva and a 4d6 vs average of DX and IQ combined to not kill the larva while doing this operation 1d6 less for physicker, vet or naturalist, 2d6 less for Master classifications. Any PC, NPC or Intelligent monster will return to normal function when the larva is removed in this manner.

Attendants
ST:6-12 MA:10
DX:12 Armour: 0
IQ:7
These 1hex creatures are found only in the hive as they are an immature version of the worker/warrior class. They are non-aggressive unless attacked or when protecting the egg chamber or queen. When they attack they do 1-2 in HTH and melee. When a queen is killed they will immediately go
to the egg chamber and begin preparing an egg for replacement of the queen. This process takes 5-10 days before the new queen (3hex) is operational.

Breeding Drones
ST: 25-37 MA: 8
DX: 8, Armour: 3 point chitin (rear 3 hexes), 9 point chitin (front hexes)
IQ:6
These 4 hex creatures are only found in the hive complex usually digging new tunnels and chambers,. They bite for 2-1 damage with their mandibles and do an additional 3d6 crushing damage if an opponent is down in HTH. These drones are non-aggressive unless attacked and will only attack when the queen is threatened. If a queen is killed they will back into the entrance of a egg chamber (effectively blocking it and defend the eggs/attendants within) the only portion of the breeding drone exposed in this defensive position will be the front hex and rear hex from opposite sides of the chamber.

Giant Lizard (ITL, p64)

Phazid (Justin Grabowski)
ST:15(1H),30(3H),75(7H) MA:2
DX:9(1H)10(3H),11(7H) Armour:1 pt cell membrane
IQ:1
Related somehow to a Goo, this is an acid secreting gelatinous creature.They come in three sizes, one, three & seven hexes in size.  The seven hex one looks like a megahex and when attacked, all hexes around it are considered front hexes. This creature's only form of attack is to shoot a stream of acid at an attacker that causes 2d6 of damage.  Treat this attack as a thrown weapon. Once this acid hits a victim it will have a detrimental effect on the portion of the body of the victim that was hit. Die Roll.....Effect 2...... Eye hit- Takes damage and is blinded in one eye permanently.
Blinded-eye side front hex considered a side hex now and the blinded side side hex is now considered a rear hex.  Victim also receives a -1 on reaction rolls   because of scarring permanently.
3...... Facial hit-  Takes damage and is scarred receiving a –1 reaction roll permanently.
4-5..... Arm hit- Take damage and is badly burned suffering -1DX permanently.
6-8.....Take regular damage
9-10.....Leg hit- Take damage and is badly burned suffering -2MA permanently.
11-12.....Total body hit- Take damage and body is burned so badly victim is -1ST permanently

Any material hit by this acid (organic or metallic) will dissolve under this acid.  Any time a victim is hit (even if they don't take damage) with armor on roll a D6.  If the roll is 1-3 and armors hits stopped are reduced by one permanently or until fixed.  Magic and fine armor receive a bonus of +1 for each plus the armor has.  So +1 armor would lose a point of hits stopped if the roll was a 1 or 2.  Armor will always lose a point if a natural one is rolled on a D6. Related to this is a natural defense the Phazid has besides stopping one hit.  If an organic or metallic weapon strikes the creature, it will break on a 1-3 on a D6.  Treat fine and magic weapons as the armor rules above. A disadvantage the Phazid has is it takes double damage from fire, lightning, and cold-based attacks.  If attacked this   way the creature will retreat on a roll of a 1-3 on a D6. Once dead, the party can gather enough of the remaining Phazids acid to fill 1-6 vials.  One vial of this stuff is worth $1000 to an alchemist for it is an ingredient that substitutes for up to 500 grams of dragon dung in universal solvent.  The only problem is finding a vial that can carry the stuff.  A stone, pottery, or glass vial will do but remember these can break in transport.

Rust Monster
ST:20-30 MA:14
DX:12 Armour:1 pt exoskeleton
IQ:4
These critters live only to consume rusting iron. They can smell iron from 10 MH away. Any hit on them or by their 2 antennae immediately corrodes ferrous metals. They cannot otherwise inflict damage.

Serpents of the Swamp
ST:
30 MA:8
DX:11 Armour:2 pt skin
IQ:6
A race of great tentacled beasts living in swampy terrains, they are represented as 1 hex figures (with 6 front hexes), though they move in combat as multihex figures, as the vast majority of their bulk is underwater. They can attack with up to 6 tentacles for 1 die damage each (1 into each hex or up to 3 on 1 hex), losing 1 per 8 points sustained instead of falling down.

Snow Serpent (Acid HT, Rick Smith, from Fritz Leiber)

Snake (ITL, p64)

Snake, Spitting Cobra (ITL, p64)

Snake, Constricting (Python)
small ....................................................large
ST:16....................................................ST:40
DX:12...................................................DX:11
IQ:4......................................................IQ:4
MA:6//8............................................... MA:8
Armour:0............................................Armour:1 pt scales
Small constrictors are 1-hex figures which bite for 1-1 and constrict for 1+1 damage, while large ones are 6 hex monsters which bite for 2-1 and constrict for 1+3. All constrictors are at +2 DX to wrap their coils around 1 target. These snakes often hide well in trees; if in a forest setting, a 4/IQ roll may be required to see them (3/IQ for naturalists or those with alertness).

Giant Scorpion (ITL, p63)

Giant Slug (huge)
ST:40 MA:8
DX:8 Armour:0
IQ:1
4-hex invertebrate subterranean horrors, these beasties prey on the unwary and eat all organic material, inflicting 2 dice damage with their bites. Their skin stops no hits but they only take half damage from blunt or bludgeoning weapons due to their tissue structure. Cutting or piercing weapons do normal damage, however. Giant slugs can also spit acid as a thrown weapon for 1+2 damage instead. They may be brown, grey, white, purple or whatever in coloration. As with other invertebrates, giant slugs are immune to images and illusions as they cannot see them.
Slugs are vulnerable to salt; a whole bucketful thrown on them will inflict 2 dice damage, while a grenade filled with salt will inflict 1-1 damage.
Tarnesh Slug  (by Stan Ryzewski)
ST: 40                 MA: 4
DX: 9   Armour: 3, damage from blunt weapons is halved after subtracting armor
IQ: 2

Tarnesh slugs are 3 hex creatures created by the otherworlder known as Tarnesh, and are products of 'super science' rather than magic.  While Tarnesh is now deceased, the creatures breed true and have become quite a problem in Andaran river valley and surrounding areas.  They are omnivorous creatures of the swamps and forests, but will also be found in shallow underground areas with access to the surface.  They are slow moving, but anyone who gets adjacent to one may be in trouble, as all hexes adjacent to them are treated as if under the effect of a Slippery Floor spell.  Magic items of Immunity to Slippery Floor are of no help against this effect as it is not magical.

The slugs are surprisingly aggressive (part of Tarnesh's genetic tinkering), and generally attempt to attack from concealment, often from within a pool or tarn. 
Their movement is almost entirely silent.

While they can bite for 1+2 damage, they prefer to lunge forward and attempt to knock a figure down, then enter HtH with it (doing 2 dice in HtH). They can also 'trample' smaller creatures. They can climb smooth vertical surfaces at 1/2 movement rate, but weigh too much to cross ceilings.  Their bite also conveys a fairly powerful acidic secretion. This causes the damage from the creature to increase by one for each successive hit on the same creature (e.g., the first melee hit does d6+2, the second d6+3, etc.). 

The slugs weigh approximately 250-300 kg.  Unless they enter water, anyone can track a giant slug for a day after its passing.  Their meat is edible by humans, and some (say, elves or a France-like nation) consider their flesh something of a delicacy.

Giant Slug (gigantic)(by Stan Ryzewski)

ST: 80-100   MA: 6
DX: 9     Armour: 5, damage from blunt weapons is halved after subtracting armour
IQ: 2

These are 7 hex monsters which bite for 2+2 damage, 4 dice in HtH, and can 'trample'.

Otherwise generally as above, but they possess a ranged attack with their acid--treat as a thrown weapon. They can climb vertical surfaces (like a cliff or castle wall) to a height of 4 or 5 hexes, but obviously are too huge to cling to a cliff and move around on it. 

These things would mow nice neat paths through jungles and forests, devouring huge amounts of vegetation (supplemented by the occasional slow-moving bear or farmer) to support themselves.

They share their smaller cousins' vulnerability to salt and their armour stops no damage against salt; a whole bucketful thrown on them will inflict 2 dice damage, while a grenade filled with salt will inflict 1-1 damage.

Giant Spider (Black Widow)
(ITL, p63)
ST:16+ MA:12
DX:10 Armour:0
IQ:1
A large 1-hex shiny black spider, this is the basic giant spider described in ITL. A web will generally have a female with 16 ST or more (up to about 24 or so). Giant Black Widow Spiders do 2D poison damage.  The reason for the variability is that each leaves a different amount of poison in the wound.  So ...when a 'Spider bites, roll for the poison damage and make a note of the amount. (poison damage is avoided altogether via a 4D saving throw vs adjST.

At the end of each round of combat, have the player make a saving roll against adjST for each bite inflicted.  Failing the saving throw means the character suffers a point of poison damage.  This continues until all of the poison damage has been taken or a Physicker attends to the character.  If a character is not in combat and moving less than MA 4, then roll every 5 turns, rather than every turn. ie, less physical activity means the poison takes much longer to work.

Nearby there will be several, smaller male spiders – brownish in colour, with ST 8-12 DX 10 and MA 12. They have a bite which will penetrate armour of 1 HS/A or less and deliver a weaker poison (3/ST or 1 die damage, deliverable at a rate of 1ST/turn).

Giant Spider (Spitting)
ST:12+ MA:12
DX:14 Armour:0
IQ:1
One-hex brownish spiders that attack by bite for 1 point of damage, penetrating armour of 2 HS/A or less and delivering a weakfish poison (3/ST or 1 die damage, deliverable at a rate of 1ST/turn). Their cunning trick is to spit a glob of sticky glue which envelops and hinders the victim – treat as a thrown weapon, with the spider having the talent of the same name. A successful hit will reduce the victim's DX by 2 and MA by 4. The gluey silk can be removed by vinegar over 6 turns or in water over half an hour.
While not overly dangerous to adventurers in nature, these spiders have been trained by some races (generally kobolds or goblins) in battle to greatly hinder enemies, rendering them vulnerable to missile and pole weapons, as well as molotails….

Giant Spider (Trapdoor)
ST:20+ MA:16
DX:13 Armour:1 pt fur
IQ:1
Large, primitive mygalomorph spiders, trapdoor spiders are 1 or 2 hex long brown and furry predators which will be encountered either out hunting or in their lair. They live in burrows with carefully woven web lids which look exactly like their surroundings – 5/IQ to see, 4/IQ for a naturalist, 3/IQ for an expert naturalist. In its lair, a spider can detect movement via vibrations from a megamegahex in distance, and will strike when it senses a creature within a megahex.
A spider will bite for 2 dice damage with its jaws or elect to grab and hold for 1-3 damage, which requires a 4/ST roll to break free (5/ST if the spider's ST is over 30). Trapdoor spider venom is weak (3/ST roll or suffer 1 die damage, sustainable at 1
ST/ round until saved against.
A trapdoor spider emerging from its tunnel will try to grab a victim and then withdraw into its tunnel the next round. All trapdoors are considered to have tactics talent within a megamegahex of their lair as they know their surroundings so well.
A trapdoor lid is hard to open from the outside (4/DX to obtain a handhold, 3/DX for climbers; 5/ST to open with a maximum of 3 pulling, and each has to find a handhold!)
Meanwhile the spider is inside trying to finish off its victim…
Trapdoor spiders are known to have been trained and ridden by frost gnomes in the north.

Giant Tick
ST:10-15 MA:4
DX:10 Armour:1 pt exoskeleton
IQ:1
These critters hide in trees, on ceilings or walls (3 dice vs. IQ to see for naturalist) and can jump 6 hexes onto a figure to attempt HTH combat. A successful bite inflicts 1-1 damage, draining 1-3 points thereafter until 8 turns have elapsed. They have a 3 in 6 chance of passing on a serious disease which results in a cumulative 2 point penalty off all 3 attributes daily for 1d6 days (4 dice vs. IQ for physicker to heal). If any attribute reaches 0, the character dies. After 1d6 days, the disease remits and the character recovers 1 pt from each attribute daily.

Giant Cane Toad
ST:
20-30 MA: 4 (6 hex jump)
DX:
10 Armour: 1 point warty skin
IQ:
3
These large (3-hex) predators inhabit warm climes and are actively carnivorous and rather stupid, attacking anything smaller than themselves. They bite for 2 dice damage and will swallow a hobbit or dwarf whole on a 1 on a d6. Thereafter, hits on the toad will harm the creature inside on a roll of 1 or 2, while the unfortunate victim will be affected by the toad's poison every turn.
A cane toad has two large poison sacs behind its eyes. It can fire one every 3 turns - treat as a thrown weapon for range. The poison is a powerful enzyme which affects mammals and birds (i.e. reptile men and gargoyles are immune), doing 1+1 damage plus a -4 in adjDX due to agonizing pain for 1d6 hours. A successful 4/DX roll indicates the target dodged the poison.

Firetoad
ST:20 MA:6
DX:12 Armour:0
IQ:4
These reddish-purple (1-hex) amphibians live in hot or volcanic climes are not usually aggressive. However, if cornered, they can bite for 1 die damage or spit fireballs for up to 2 ST expended. They may be particularly aggressive if eggs or young are nearby, or if it's mating season.

Giant Wasp
ST:12-14 MA:6/14
DX:13 Armour:0
IQ:2
Aggressive predators, giant wasps sting viciously for 1 dice damage plus a virulent poison which requires a 3 dice roll vs. ST or paralysis. Even if this roll is successful, the victim suffers an extra 1-1 damage anyway (unless immune to poison somehow). A chemist can make an antidote, or otherwise the universal antidote is useful.
Smoke from a fire causes them to subtract 2 points from adjDX and 4 from MA within a radius of 1 megahex from the flames, which they will try to avoid.
If it is breeding season, giant wasps will try to paralyze and carry off as many victims as possible in order to lay eggs into them, which hatch in (1die + 3) days. This will obviously kill the host. If a paralyzed host is rescued before this, a 5 dice vs. DX roll, 4 dice for those with naturalist or physicker talents, or 3 dice for those with both or master physicker, will allow the offending eggs to be extracted successfully.

Giant Tiger Worm
ST:20 MA:6
DX:10 Armour:0
IQ:2
These 3 hex long purplish brown and pinkish striped worms bite for 1 die damage. They were bred by halfling enthusiasts for breaking down compost into vermicast, which is odorless and an excellent fertilizer for plants. Some halfling villages will have large compost heaps on the edge of town containing 1d6 of these creatures per megamegahex of waste. Normally docile, they can be Controlled to attack by a spell invented by an enterprising wizard - Control Annelid.

Purple Worm

ST:75+ MA:6
DX:11 Armour:2 pt skin
IQ:3
These 5 megahex long creatures bite for 3 dice damage, swallowing on a 3,4 or 5. If swallowed, a victim may strike with a small weapon for 4 turns at -1 DX in the 2nd 2. The worm may also sting with its tail in its rear hexes for 1+2 damage with poison for 2 dice damage if a 3 dice roll vs. ST is failed. Both attacks incur a -4 DX penalty, which doesn't usually stop the worm as it's fairly stupid.

Zack-Siss (Acid HT, Rick Smith)